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Star Trek™ Customizable Card Game™ GLOSSARY

Star Trek™ Customizable Card Game™ GLOSSARY

Star Trek™ Customizable Card Game™ GLOSSARY

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downloaded by Retask (which downloads<br />

the ship named ❖ Borg Cube).<br />

Borg Use Only icon [BO] – A card<br />

bearing this icon in its title bar can be<br />

stocked in your deck and used only when<br />

playing Borg.<br />

Borg Vinculum – See skill-sharing.<br />

bottom seed card – The bottom seed<br />

card at a mission is the card on the bottom<br />

of the mission stack (the first card you<br />

would encounter if attempting the mission).<br />

Brain Drain – See showing your cards.<br />

Brainwash – This event does not change a<br />

captive’s affiliation, but makes it<br />

compatible with your personnel and<br />

removes all affiliation based restrictions on<br />

using the Brainwashed personnel as your<br />

own. (See capturing.) Examples:<br />

• Galen will work with the Federation if<br />

Brainwashed, or with a Brainwashed<br />

Federation personnel (even if not<br />

Brainwashed himself).<br />

• A Brainwashed captive in your crew or<br />

Away Team does not add affiliationbased<br />

attack restrictions (e.g., a<br />

Brainwashed Federation captive will<br />

not prevent your Klingons from<br />

initiating battle).<br />

• A non-Borg captive Brainwashed by<br />

the Borg is not assimilated and thus<br />

may not share skills or scout, but may<br />

attempt missions of his affiliation (the<br />

Borg may not join the mission attempt<br />

and the Borg player may not score the<br />

mission points). The captive’s skills<br />

may be used for other purposes, such<br />

as using SCIENCE to enhance<br />

SHIELDS with Metaphasic Shields.<br />

• A Borg captive, Brainwashed by a non-<br />

Borg captor, will work with that<br />

affiliation, but may not join mission<br />

attempts. The captive’s skills may be<br />

used in other ways, such as using<br />

Transporter Skill to nullify an Anti-<br />

Matter Pod. A Brainwashed Talon<br />

Drone could assimilate an opposing<br />

personnel stunned in battle (it would<br />

immediately be placed under house<br />

arrest or would become a separate<br />

Away Team).<br />

Breen CRM114 – This Equipment card<br />

may report wherever your Breen or arms<br />

dealer is present, and only where your<br />

Breen or arms dealer is present, even when<br />

reporting by using another card (e.g.,<br />

Devidian Door, Security Office). A Breen or<br />

arms dealer need not be present to acquire<br />

a Breen CRM114 seeded at Search for<br />

Weapons.<br />

Using this disruptor to damage a planet<br />

facility or landed ship is a special kind of<br />

attack (battle), requiring a leader in the<br />

Away Team and subject to all normal attack<br />

restrictions. The attack automatically<br />

succeeds; place one damage marker on<br />

the target from your Battle Bridge side<br />

deck (no damage is applied if you aren’t<br />

using the side deck). <strong>Card</strong>s involved in the<br />

attack are “stopped” and your opponent is<br />

allowed to counter-attack there normally.<br />

See once per turn.<br />

B’Rel – See affiliation and ship origin.<br />

brig – See capturing.<br />

Brunt’s Shuttle – See report with crew.<br />

Build Interplexing Beacon – See Stop<br />

First Contact.<br />

Bynars Weapon Enhancement –<br />

Erratum:<br />

Plays on ship. Ship is WEAPONS +2.<br />

(Cumulative.)<br />

Caithlin Dar – See Release This Pain.<br />

Calamarain – This event’s owner moves it<br />

in the same way as he would move a ship,<br />

but it is not a ship, is not affected by cards<br />

that affect ships, such as Q-Nets or<br />

Wormholes, and cannot move through the<br />

Bajoran Wormhole. Discard the event after<br />

either use (damaging a ship or killing Mortal<br />

Q). Calamarain cannot damage a cloaked or<br />

phased ship. See cloaking and phasing,<br />

Explore Interstellar Matter.<br />

This event may not cause damage that will<br />

destroy a ship. When used with a Battle<br />

Bridge side deck, it causes default damage.<br />

Draw the two damage markers from your<br />

side deck, one at a time, and place each<br />

one on the ship unless it would destroy that<br />

ship (in which case discard that damage<br />

marker instead).<br />

cancel – Act of preventing an action (such<br />

as a card play or a battle) from having its<br />

result. Any costs paid to initiate that action<br />

remain paid. When you cancel an action<br />

that was limited to once per turn, that<br />

action may not be initiated again during<br />

that turn. See nullify.<br />

cannot be stopped –See mission<br />

attempt.<br />

Captain Kirk – This personnel’s special<br />

skill, “May initiate battle against non-[Fed],”<br />

allows only his ship to initiate battle. Your<br />

other Federation ships (or ships with any<br />

Federation crew) present may not<br />

participate in that battle. (He may also lead<br />

an Away Team or crew in personnel battle.)<br />

See battle – affiliation restrictions.<br />

Captain Proton cards – Several cards in<br />

the Holodeck Adventures set represent<br />

people and things from Tom Paris’<br />

holoprogram based on the 1930s sci-fi<br />

serial, The Adventures of Captain Proton.<br />

Like the world of Captain Proton itself,<br />

these cards are entirely in black-and-white.<br />

Any icons appearing on them should be<br />

treated as normal, color versions of those<br />

icons. Thus, Captain Proton is treated as a<br />

normal, Non- Aligned personnel; also, if you<br />

are probing for Omega Directive and reveal<br />

him as your probe card, his special<br />

download icon triggers the “Threat<br />

eliminated” outcome.<br />

Captain’s Log – Errata:<br />

Plays on table. Each of your ships with<br />

its matching commander aboard is<br />

SHIELDS and WEAPONS +3.<br />

(Captain’s Order.)<br />

See matching commander.<br />

Captain’s Order – In addition to the cards<br />

marked with this phrase, Captain’s Log,<br />

Lower Decks, Yellow Alert, and Senior Staff<br />

Meeting are also Captain’s Order cards. You<br />

need not have Ready Room Door or<br />

Commander’s Office (which list this<br />

definition) in play for these cards to be<br />

Captain’s Orders and downloadable by<br />

James T. Kirk. Red Alert is not a Captain’s<br />

Order.<br />

captives – Personnel who are “held” by a<br />

dilemma are not captives. See capturing.<br />

capturing – Some cards and rules allow<br />

you to capture your opponent’s personnel<br />

(never a personnel you control). Captives<br />

are disabled (unless a card such as<br />

Brainwash specifies otherwise). The<br />

captives are escorted by your personnel as<br />

follows:<br />

• Upon capture, captives are<br />

immediately relocated to one of your<br />

crews or Away Teams at that location,<br />

if possible (to the specific crew or<br />

Away Team making the capture, if<br />

any, such as when using Ilon Tandro<br />

or Captured).<br />

• Otherwise, the capturing card remains<br />

in play and serves as a temporary<br />

“trap” to hold the captives on your<br />

side of that location until your<br />

personnel can arrive to take them into<br />

custody. (If there is a planet at that<br />

location, the trap is on the planet.)<br />

• Your ship with transporters (in space)<br />

or your Away Team (on a planet) can<br />

subsequently take custody of the<br />

captives if present with the trap, then<br />

discard the trap card.<br />

Each of your crews and Away Teams may<br />

escort any number of captives, and may<br />

move them like Equipment cards.<br />

At any given time a captive can be in one of<br />

three conditions: (1) held by a trap, in a<br />

Brig, or by escorting personnel, (2)<br />

Brainwashed, or (3) left unattended. You<br />

may change the captive’s condition during<br />

your turn.<br />

A trap card placed on a captive is not in<br />

play; it is a marker of captive status and<br />

can no longer be nullified. For example, you<br />

may nullify Mandarin Bailiff with Q2 or Q-<br />

Flash when it is encountered (after the<br />

captive is selected but before placing the<br />

card on it as a trap), but not later.<br />

You may not initiate battle against<br />

personnel you have captured, unless a card

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